These
1-foot-tall constructs resemble gargoyles. They were created by priests of the
Savage Coast to serve as spies, servants, and watchdogs in their temples.

These creatures are fashioned from either
rock or hard clay, always possessing a grey or black cast. Their forms are
rarely that of a traditional gargoyle, though. Instead, they are more often
modelled after standard religious icons like cherubs and little demons;
sometimes, they are even formed into replicas of native races such as
manscorpions and enduks. Often, features such as hands, feet, and ears are
exaggerated. Though many temple critters have wings, none can actually fly.

Temple critters move very quickly for their
size, darting from place to place with sudden bursts of speed. They can even
jump up to four feet into the air, landing on tables and shelves or using their
claws to dig into walls or doors.

The Red
Curse: As a constructed creature, the temple critter never acquires Legacies
or requires cinnabryl.

Combat:
Regardless of their morale, temple critters generally avoid combat whenever
possible. Except in large numbers, they are too small to be much more than a
nuisance. However, if commanded into combat by their creator, a temple critter
unhesitatingly attacks with a ferocity that surprises many people. Emitting a
high-pitched shriek, it jumps onto its opponent and scrambles around to any
unprotected areas, attacking with both claws and teeth. A temple critter can
also wield a dagger or knife if one is handy, causing damage according to weapon
type. Once the battle has begun, it will not stop unless destroyed or commanded
away by its master.

Habitat/Society: Temple
critters are highly intelligent but remain under the complete power of the
priest who created them. As artificial servants, they do not concern themselves
with family or social behaviour; temple critters get along with each other
merely because their master orders them to.

These creatures live in the shadowy
recesses of temples, cathedrals, and crypts. They are full of nervous energy
and usually roam about aimlessly. When spying, they often attempt to pass
themselves off as normal sculptures, but they are unable to stay completely
still for more then a few minutes at a time. Temple critters watch for people
who wander into off-limits areas or those who cause mischief of some kind.
Narvaezan, Hulean, and Nimmurian priests often set them to guard precious
items. Temple critters can sound very effective alarms by employing the same
high-pitched shriek used in combat.

Ecology: As constructs,
temple critters exists outside any natural order. They often enjoy eating but
do not require food to sustain them. By design, the temple critter enjoys its
life and serves its master well.